Answer by pazzesco
I don't know if this will boost performance, but you could try: (unit)g.GetComponent().UnitSelected(true); If that doesn't work, I'd look through any performance snags in the UnitSelected() function...
View ArticleAnswer by Tarlius
Why are you storing an array of GameObject if you need to GetComponent every frame? You'll probably get a pretty massive speed boost if you maintain an array of the component rather than the...
View ArticleAnswer by Julien-Lynge
Are you absolutely sure the lag isn't from doing hundreds of debug messages in a single frame? Debug is very often the cause of significant lag like you describe. Doing the I/O to write to the editor...
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